对此抱歉,但我需要一些关于此功能和计算的确认
我目前有这些向量:
Vector3D ElbowLeft = new Vector3D(body.Joints[JointType.ElbowLeft].Position.X, body.Joints[JointType.ElbowLeft].Position.Y, body.Joints[JointType.ElbowLeft].Position.Z);
Vector3D WristLeft = new Vector3D(body.Joints[JointType.WristLeft].Position.X, body.Joints[JointType.WristLeft].Position.Y, body.Joints[JointType.WristLeft].Position.Z);
Vector3D ShoulderLeft = new Vector3D(body.Joints[JointType.ShoulderLeft].Position.X, body.Joints[JointType.ShoulderLeft].Position.Y, body.Joints[JointType.ShoulderLeft].Position.Z);
Vector3D Head = new Vector3D(body.Joints[JointType.Head].Position.X, body.Joints[JointType.Head].Position.Y, body.Joints[JointType.Head].Position.Z);
Vector3D Neck = new Vector3D(body.Joints[JointType.Neck].Position.X, body.Joints[JointType.Neck].Position.Y, body.Joints[JointType.Neck].Position.Z);
Vector3D SpineShoulder = new Vector3D(body.Joints[JointType.SpineShoulder].Position.X, body.Joints[JointType.SpineShoulder].Position.Y, body.Joints[JointType.SpineShoulder].Position.Z);
我正在使用此函数计算两个向量之间的角度
public double AngleBetweenTwoVectors(Vector3D vectorA, Vector3D vectorB)
{
double dotProduct = 0.0;
vectorA.Normalize();
vectorB.Normalize();
dotProduct = Vector3D.DotProduct(vectorA, vectorB);
return (double)Math.Acos(dotProduct) / Math.PI * 180;
}
我这样称呼它:
double LeftElbowAngle = AngleBetweenTwoVectors(ElbowLeft - ShoulderLeft, ElbowLeft - WristLeft);
double NeckAngle = AngleBetweenTwoVectors(Neck - Head, Neck - SpineBase);
这是对的吗?我只是怀疑自己,因为当我伸直手臂或直立时,我的脖子和肘关节都检测到大约170-175而不是180°的角度
答案 0 :(得分:1)
我已经确认上述算法在数学上是正确的,但是由于硬件的原因,设备的准确性可能有点偏差,并且个别人体骨骼可能会阻止完美的关节扩展,即180。
答案 1 :(得分:0)
纠正我,如果我错了,但是我想代替这个 return(double)Math.Acos(dotProduct)/ Math.PI * 180 应该是
return (double)Math.Acos(dotProduct) * (180.0/Math.PI);
由于Math.Acos返回的角度为弧度,要将其转换为度数,应将其乘以180 / pi